Official General AI Comments & Discussion Topic

Discussion in 'Automobilista 2 - General Discussion' started by Renato Simioni, Feb 1, 2021.

  1. HookinFell

    HookinFell Well-Known Member AMS2 Club Member

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    I'll just point out here as a reminder that the onus is on the car attempting a pass to make a clean pass and not make contact.
     
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  2. NedimMehmedovic

    NedimMehmedovic Active Member

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    @Marius H well that's simply lovely! I still hope things will be taken care of with 1.7 update maybe coming soon.

    Moving along with further issues, the Silverstone 2001 issues aren't just the Becketts Complex, also Copse has a bit too grippy AIs as well. Here is another look but now with Formula V10 Gen 3



    Now onwards to the modern Silverstone GP which also has pretty similar issues just excluding the run between Magotts & Becketts. AIs are way better through Copse here. It doesnt matter if you are on the inside or outside, they just behave aggressively and have better grip through the whole corner.



    PS: Yes I know I run wide on this footage but I was just trying everything I could in an attempt to stay alongside the AI driver. Even more alarming is, how I couldn't keep up with them here with the lightest GT4 car against the heaviest GT4 car. This issue also reminds of what Project Cars 2 also had at the same circuit at the exact same spot.

    Skill: 120
    Traction: 0.50
    Brake: 0.70

    Oh I also forgot the Silverstone 2001 results. Admins you may want to try attach this post in my previous one 20261108141225_1.jpg
     
    Last edited: Nov 8, 2026 at 3:09 PM
  3. Tiger_Feet

    Tiger_Feet Member

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    Access required for whatever you posted on Google Drive.
     
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  4. NedimMehmedovic

    NedimMehmedovic Active Member

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    Should be ok now.
     
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  5. Sean Smith

    Sean Smith Wolf WolfZ AMS2 Club Member

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    Hello Devs, Question regarding AI strength. Would it be possible to Implement adjust strength of field by Typing in your average lap time for the track and the AI using that lap time as a average lap time for them? If you wanted a harder race then type in a quicker average lap time and vice versa? Is it possible to do and would a Sim Racing developer consider implementing this?
     
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  6. Marc Collins

    Marc Collins Internal Tester AMS2 Club Member

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    No reason to type it because the game likely already has it logged :) Yes, this is a seemingly good idea that would not be too complicated to implement. Or something like it...

    I mention the game log because obviously you have to run laps in some context before a lap time can be used in a useful context. I imagine an option that once you have run x number of error-free laps, the game could offer this setting (or make it active instead of greyed-out) in the Opponents settings area of the UI.
     
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  7. Alistair McKinley

    Alistair McKinley Well-Known Member AMS2 Club Member

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    That reminds of Raceroom's adaptive AI. As far as I know AI adapts to your own lap times. The more laps you drive consistantly the better AI can adapt.
    I'd be very grateful for an option like this because with some combinations 120 strength is not enough.
     
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  8. Al_Pesto

    Al_Pesto New Member

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    It wasn't my intent to provoke any of those comments that really added nothing productive to the topic. Maybe we should start another thread and settle this once and for all...

    Hi, yes the point of my vid was to show that the AI behaves like I'm not there and keeps going. The sequence is as follows:

    1 cars touch slightly
    2 AI keeps going
    3 AI steers left (-> pit maneuver)
    4 tries to go straight again

    If it could only keep its line the little contact wouldn't be as bad, but it immediately countersteers and keeps accelerating. It's been like this for a while as you've also mentioned.
    The newly introduced behavior of the AI kinda swerving out of the way is really helpful, and I like it a lot but it sometimes doesn't happen and instead does the old school plowing+countersteering mode.

    I quickly filmed it from my perspective because it shows the cockpit of the AI and my position relative to the cars in front better.

    I encountered a nearly identical situation today and filmed it quickly, maybe I get a chance to upload it as well.
     
    Last edited: Nov 10, 2026 at 11:35 AM
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  9. LostPatrol

    LostPatrol Active Member

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    I didn't realise this was intentional, I assumed it was a bug introduced with the latest AI updates.

    I can't find the original post where this is mentioned, I would hope this is going to be toned down a bit as quite often it's seems over sensitive, cars taking exaggerated avoiding action when you aren't near them.

    Is this also why we seem to have some of the "classic" behaviour (and I've seen this on other games as well) where on starts, especially rolling, a whole bunch cars swerve onto the same line or is that just a whole bunch of cars trying to get to the racing line at the same time (another thing from old racing games) which has started happening in the latest build?
     
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  10. Tomatosoup

    Tomatosoup Member

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    What combos are there where you require 120+ skill? with the new content the ai often already hits WR times or better around 106-110 in my experience.
     
  11. ercerro

    ercerro Member

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    I remember only one: Ginetta G40 at cadwell
     
  12. _ShadowWolfe

    _ShadowWolfe Member

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    I'm hopeful (and quite sure) some of these have been brought up before, but I've noticed a few behaviors recently now that I'm doing some races again. I'm just here to help add to any feedback (even if it is an echo), and hope that some changes are being made for 1.7! Apologies if some of these points are redundant.

    - When it comes to pace, it feels like the AI is overcompensating on braking and overcompensating on acceleration. In the F-V8 Gen 3 at Monza, it would brake at about the 150m boards where I can brake about 50m later. Which in Lesmo 2 can sometimes lead to me being "brake checked" by the AI cars. Meanwhile out of corners like the Parabolica, it'll seemingly get significantly better acceleration out of the corner, even if I'm on the KERS with no damage and in the slipstream.

    - When passing a car, once it seemingly gets out of a certain "range" of the player car (let's say 0.75 seconds behind), the AI's pace ends up dropping off a cliff, despite the opponent not having any damage, and being able to comfortably stay ahead of the player before being passed.

    - Also when passing a car, when happening to force a car wide, even if it's an asphalt runoff (like Adelaide), it seems like the AI car will do everything in its power to not go beyond the track limits, even if it won't get a penalty. It'll (seemingly) turn hard against the player car to stay within track limits, instead of just going wide, letting off the throttle a bit, and blending (safely) back onto the track.

    With AI-on-AI battles, it's... weird.
    - There's the "just-barely-but-not-really-bump-drafting" behavior, where one AI car will stick the nose practically through the gearbox of the car ahead, instead of trying to make a pass. This one has been around for a few 1.X updates that I can vaguely remember, maybe since 1.4? Could be very wrong on the specifics though.
    - The AI will also go out of its way to defend every single straightaway, always taking an odd angle into the next corner instead of returning to the racing line before going into the next corner.
    - They'll also be too daring in some cases. Into the Parabolica, I've seen an AI car practically stuff the nose up the inside and make contact. Physics aside (since it's open-wheel and not a GT car, neither car should've technically survived that), there was zero self-preservation on the part of the passing car, despite the fact the front wing can easily be damaged.
     
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  13. Eric Biggins

    Eric Biggins New Member

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    I did a test where I turned the driving line on to see why and where the AI keeps ploughing into me at Laguna Seca. The AI was always consistently hitting me when I was on the driving line. Especially on the hill going up to the Corkscrew and the turn after the Corkscrew. If I stayed on the driving line, that's where all the contact was made. If I took a line different from the driving line, I consistently avoided contact. Other times going up the hill the AI would pass me off the road with no loss of speed or control. I noticed the AI really likes to follow the driving line very strictly and I think it' gets confused sometimes when a real car gets in it's way and just ploughs into it. Sometimes it attempts to go around, but other times it just doesn't seem to see it compared to other AI cars.
     
    Last edited: Nov 13, 2026 at 5:37 PM
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